Icy Talons now increases attack speed by 20% 35% (down from 45%), and haste by 5% (up from 0%).

Might of the Frozen Wastes now increases the damage of Obliterate by 50% (up from 40%) and melee damage by 35% (up from 30%) while wielding a two-handed weapon, and increases the damage of Frost Strike by 50% (up from 35%) while dual-wielding.

Razorice now deals 4% additional weapon damage (up from 2%), and increases Frost damage by 2% 4% per stack (down up from 3%).

Veteran of the Third War now increases your critical strike chance, Multistrike chance, haste, and Stamina by 10% (up from 9% to Stamina only), reduces the chance for attacks to be parried by 3%, increases the damage of Death Strike by 100%, and grants 1 Runic Power per second while in combat.

Miscellaneous

Conversion no longer has an initial tick, and now costs 30 15 Runic Power/second for Blood, 10 Runic Power/second for Frost, and 20 Runic Power/second for Unholy.

DruidAbility Consolidation and Refinement

Barkskin no longer provides pushback protection, but its cooldown has been reduced to 30 seconds.

Talents

Nature’s Vigil, while active, increases single-target damage and healing caused by healing spells by 30% (up from 25%), and all single-target damage spells also heal a nearby friendly target for 40% of the damage done (up from 25%). Its healing now targets allies within 40 yards of the Druid (instead of within 40 yards of the target).

HunterAbility Consolidation and Refinement

Cobra Strikes now has a 20% chance to trigger (up from a 15% chance), but now only grants 1 charge each time it triggers (down from 2 charges).

Lock and Load effects have been incorporated into Black Arrow.

Black Arrow’s cooldown is reset if it is dispelled.

Rotation Depth and Talents

We’ve changed the combat rotations of each Hunter specialization (primarily through Ability Pruning) with the goal of them being a platform to build upon with talents. To facilitate this, we’ve modified several talents to add additional rotational depth. Hunters had many talent options which added abilities to their rotation, but most of them had quite simple usage, with little interaction with your rotation or other abilities. Now, there should be more of a variety; still some simple talents, but also some talents that create a more engaging combat rotation.

Barrage now has a 20 second cooldown (down from 30 seconds), costs 60 Focus (up from 30 Focus), and its damage has been increased by 100%.

Murder of Crows has been changed. Its duration, cost, and cooldown have been reduced by 50%. It no longer has a shorter cooldown when used on low health targets. Instead, its cooldown is reset if the target dies.

Fervor has been replaced with a new passive ability, Steady Focus.

Steady Focus increases Focus Regeneration by 50% for 10 seconds after using Cobra Shot or Steady Shot twice in a row, or after using Focusing Shot.

Survival ChangesApart from rotational changes through Ability Pruning, changes for Survival Hunters mostly center on Lock and Load. We changed how Lock and Load is triggered to increase the value of Multistrike, provide gameplay depth and the ability to pool damage more. Also note the new passive ability, Survivalist, which increases multistrike chance by 10%, in order to give Survival Hunters some baseline Multistrike chance.

(Line moved to Ability Consolidation and Refinement.) Black Arrow now deals 60% more damage, inflicts Shadow damage every 3 seconds (up from every 2 seconds), has a duration of 18 seconds (down from 20 seconds), and triggers Lock and Load on Multistrike hits.

(Line moved to Ability Consolidation and Refinement) Lock and Load effects have been incorporated into Black Arrow and have been redesigned.

Lock and Load now causes the next Explosive Shot to not trigger its cooldown, but no longer causes it to be free or reset the ability's current cooldown. This effect can stack up to 5 times.

Survivalist is a new passive ability learned by Survival Hunters at level 10.

Survivalist increases Multistrike damage by 20% the chance to Multistrike by 10%, and causes the Hunter to gain 15% health over 10 seconds after killing a target.

MageAbility Consolidation and Refinement

Frostbolt can no longer be used to heal the Mage's Water Elemental.

Frost Changes

The Brain Freeze effect now increases Frostfire Bolt damage by 25% 15%, and can now stack up to 2 times. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 25%. (Total of 60% on double-Multistrikes).

MonkAbility Consolidation and Refinement

Power Strikes now triggers every 15 seconds (up from every 20 seconds), and also triggers from Surging Mist (for Mistweavers only), but no longer triggers from Crackling Jade Lightning.

PaladinAbility Consolidation and Refinement

Selfless Healer no longer causes Bastion of Glory to apply to Flash of Light. For Holy Paladins, it now increases the healing of Flash of Light on others by 35% per stack (up from 20%). For Retribution and Protection Paladins, the effect on Flash of Light remains unchanged.

(Moved to Holy Changes) Tower of Radiance’s effects have been merged into baseline Beacon of Light.

Holy Changes

Beacon of Light now has a small Mana cost.

Tower of Radiance’s effects have been changed and merged into baseline Beacon of Light.

Tower of Radiance now causes Flash of Light and Holy Light on a Beacon of Light target to refund 40% of the spell’s Mana cost instead of generating 1 Holy Power.

PriestAbility Consolidation and Refinement

Shadow Word: Pain’s initial damage is now considered direct damage, not periodic damage.

Shadowy Apparitions and Shadowy Insight are no longer able to trigger from this initial direct damage.

Holy Changes

Divine Providence is a new passive ability for Holy Priests.

Divine Providence increases the amount of the Multistrike stat gains from all sources by 5%, and increases the damage and healing of Multistrikes by 20% 25%.

RogueCombat Changes

Revealing Strike now grants Sinister Strike a 25% chance to generate an extra Combo Point (up from 20%) deals 20% more damage, but no longer advances Bandit's Guile.

ShamanAbility Consolidation and Refinement

Rolling Thunder has been removed.

Fulmination now causes Elemental Blast, Lightning Bolt, and Chain Lightning damage and multistrike damage to always generate an additional Lightning Shield charge, up to a maximum of 15. Earth Shock will consume any charges beyond 1, dealing their total damage to the enemy target.

Elemental and Enhancement Changes

Magma Totem’s damage has been increased by 100%, and now ticks faster with Haste.

Maelstrom Weapon’s chance to trigger has been reduced by 20%.

Searing Totem Searing Bolt now has a 2-second cast time (up from 1.5 seconds), but casts faster with Haste, and its damage has been increased by 120% 65%.

Shamanism no longer reduces the cast time of Chain Lightning, but instead now increases the damage of Chain Lightning by 100% (up from 70%).

WarlockRaid Utility

Healthstone's cooldown will now not reset until the player leaves combat. Healing from this ability is now a flat amount (instead of a % of maximum health) and can no longer be a Critical Effect.

Affliction Changes

Haunt now increases periodic damage by 30% (down from 35%).

Demonology Changes

We also tweaked the design of Master Demonologist, in order to solve some edge cases, and simplify and clarify its effects.

Mastery: Master Demonologist has been slightly changed. It now passively increases all damage by 6% regardless of form. While in Metamorphosis, it further increases the damage of Touch of Chaos, Chaos Wave, Doom, Immolation Aura, and Soul Fire while by 12%.

WarriorAbility Consolidation and Refinement

Crazed Berserker now increases all damage by 30% (up from 20%) while using one-handed weapons.

Seasoned Soldier now increases damage by 10% (down from 15%).

Talent Changes

Staggering Shout has been removed and replaced with 3 new talents that vary by specialization.

Enrage and Deep WoundsWith the introduction of one of the level-100 Warrior Talents, which deals Fire damage, We also expanded Enrage to affect all damage, not just Physical damage, and increased its duration slightly so that it can cover burst windows like Colossus Smash adequately. We're also making a change to the design of Deep Wounds, to try to limit is effectiveness in PvP, without hurting its effectiveness in PvE.

What the actual fuck is up with buffing Barkskin?
With 30 sec cd you can't even swap to druid to force skin and then swap back before it's up- it will literally be up every swap.
Also with a new glyph, Druids will have Aura Mastery every barkskin (not useable together with the -25% crit but still). So basically they are going from having no interrupt immunity to having the one with the lowest cooldown, that's cool. Oh wait, druids never cast on the beta so they don't even need that shit. Faced trip dps in 3s skirmish, outhealed them all standing in the middle of the map spamming rejuv->swiftmend.
Jimmies slightly rustled, I'm out.

[quote name='Jim_Jim' timestamp='1409222135' post='4198126'][list][*][i]Tower of Radiance now causes Flash of Light and Holy Light on a Beacon of Light target to refund 40% of the spell’s Mana cost instead of generating 1 Holy Power.[/i][/list][i][img]http://www.picgifs.com/reaction-gifs/reaction-gifs/angry-sad-upset/picgifs-angry-sad-upset-6948180.gif[/img][/i][/quote]

[i]Tower of Radiance’s effects have been changed and merged into baseline Beacon of Light.[/i]

The way I interpret it, they are buffing it by adding an additional aspect to it rather than nerfing it.

[list][*][i]Rolling Thunder has been removed.[/i][*][i]Fulmination now causes Elemental Blast, Lightning Bolt, and Chain Lightning damage and multistrike damage to always generate an additional Lightning Shield charge, up to a maximum of 15. Earth Shock will consume any charges beyond 1, dealing their total damage to the enemy target.[/i][/list]